[MOD 0.14.x] Expanded Tools [1.0.3]

Changing/adding/removing one thing of the game. Doesn't break the game completely, if mod is removed.

[MOD 0.14.x] Expanded Tools [1.0.3]

Postby jpas » Tue Jul 21, 2015 1:29 am

Mod-Info-Header

This mod is inspired by -root's request in the mods request forum here.

  • Engine unlock the Jackhammer
  • Laser unlocks the Laser Drill
  • Alien Technology unlocks the Atomic Disassembler

It still needs some balancing so let me know here on on the github issues page.
Last edited by jpas on Thu Oct 27, 2016 6:19 pm, edited 10 times in total.
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Re: Expanded Tools [1.0.0]

Postby Buggi » Wed Jul 22, 2015 7:03 am

Stats would help. What are the comparisons between vanilla tools and your new tools?
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Re: Expanded Tools [1.0.0]

Postby jpas » Fri Jul 24, 2015 6:17 am

Currently all statistical differences are based on the difference between the Iron Axe and Steel Axe.

Mining power and Damage are exponential (previous * 1.6), durability is linear (previous + 1000).

  • Iron Axe
    • Recipe: 2 Iron sticks, 3 Iron plates
    • Mining power: 2.5
    • Damage: 5 Physical
    • Durability: 4000
  • Steel Axe
    • Recipe: 5 Steel plates, 2 Iron sticks
    • Mining power: 4
    • Damage: 8 Physical
    • Durability: 5000
  • Jackhammer
    • Recipe: 10 Steel plates, 5 Electronic circuits, 1 Engine unit
    • Mining power: 6
    • Damage: 12 Physical
    • Durability: 6000
  • Laser Drill
    • Recipe: 10 Steel plates, 5 Advanced circuits, 5 Batteries
    • Mining power: 10
    • Damage: 20 Laser
    • Durability: 7000
  • Atomic Disassembler
    • Recipe: 20 Steel plates, 10 Batteries, 5 Processing units, 10 Alien artifacts
    • Mining power: 16
    • Damage: 32 Laser
    • Durability: 8000
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Re: Expanded Tools [1.0.1]

Postby -root » Sat Jul 25, 2015 5:09 am

Great work Jpas, this is awesome.

I'll be checking multiplayer compatability. If it works, I'll start using it in my "break the game" series.
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Re: Expanded Tools [1.0.1]

Postby jpas » Sat Jul 25, 2015 5:40 am

Thanks -root!

I do not foresee any issues with multiplayer, as it only modifies the data of the game, i.e. no game state modification. I look forwards to seeing it in your "break the game series". :)
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Re: Expanded Tools [1.0.1]

Postby saladin1980 » Fri Jul 31, 2015 11:49 pm

What has root done to us.

I do like the mod and will enjoy using it. Look forward to messing with it soon..
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Re: [MOD 0.12.2+] Expanded Tools [1.0.1]

Postby Peter34 » Tue Sep 01, 2015 3:26 am

I'm really not interested in manual mining (sorry), but will these tools also speed up the process of picking up placed items? In particular, some items such as Fluid Tanks take a long time to remove, even using a Steel Axe, e.g. if the Tank is mis-placed and needs to be removed and placed right.

Does this mod affect that? Or is it solely to make mining faster?
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Re: [MOD 0.12.2+] Expanded Tools [1.0.1]

Postby jpas » Tue Sep 01, 2015 3:42 am

@Peter34, Yes this mod improves the speed of removing placed entities.
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Re: [MOD 0.12.2+] Expanded Tools [1.0.1]

Postby Peter34 » Mon Sep 14, 2015 10:11 pm

Hi, this is a very nice mod, but there is a minor game interface problem. It's shown fine in the Tech Invention window that when you invent Engine, you become able to make the Jackhammer, and when you later invent Laser you become able to make the laser thingie. But the last Tool is not shown for Alien Technology.

I have been able to build it in a test game, and that was after I invented Alien Technology, so it works fine. It's just not shown, whether before you invent Alien Technology or after you do.

It's possible that this is happening to me because of a conflict with another mod, Modular Armor Revamped, which also adds a craftable item to Alien Technology. But if so, it's a display bug only, as both items are craftable after Alien Technology has been invented.

Because it might be due to a bug, I'd like to hear from someone else, who's not using Modular Armor Revamped, that he is also not seeing the 5th tool under Alien Technology, in the Tech Invention window.
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Re: [MOD 0.12.2+] Expanded Tools [1.0.1]

Postby jpas » Mon Sep 14, 2015 11:12 pm

I've looked into this, it looks like the Modular Armor Revamp mod is overwriting the prototype for Alien Technology. I have contacted the author of that mod to see if it can be fixed to be more compatible with other mods.

You see it in your crafting panel because of a migration I wrote for worlds that have not had the mod before, but have already researched the technology required for the tools.
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Re: [MOD 0.12.2+] Expanded Tools [1.0.1]

Postby Ranakastrasz » Tue Sep 15, 2015 2:01 am

Latest version of Modular armor is compatible so far as I can tell. Sorry for the inconvenience.
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Re: [MOD 0.12.2+] Expanded Tools [1.0.1]

Postby jpas » Tue Sep 15, 2015 2:03 am

Don't worry about it. Glad you could get a fix through :)
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Re: [MOD 0.12.2+] Expanded Tools [1.0.1]

Postby -root » Sun Nov 01, 2015 10:15 am

hey jpas, is this good to roll with 12.12+?
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Re: [MOD 0.12.2+] Expanded Tools [1.0.1]

Postby jpas » Sun Nov 01, 2015 10:22 am

-root wrote:hey jpas, is this good to roll with 12.12+?


Yep. The changes to the API in 0.12.11 did not affect the mod. :D
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Re: [MOD 0.12.2+] Expanded Tools [1.0.1]

Postby Peter34 » Sat Dec 12, 2015 2:03 am

This mod works fine in 12.20.

I'm not too happy about the look of the 3rd tier tool, the Jackhammer, though. Its red outline colouring makes it look like some kind of energy tool, using force fields or the like, and that's misleading. The 4th tier tool, unless I'm mistaken, is laser-based, and the 5th is based on Alien Artifacts, so those are fine, with their shiny colourful force field'ish looks, but the 3rd tier tool would really benefit from an icon that makes it look less advanced, makes it look like the brute-force Engine-based auto-hammer that it is.
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Re: [MOD 0.12.x] Expanded Tools [1.0.1]

Postby jpas » Sat Dec 12, 2015 2:25 am

All I can do for the art is re-colour it, here's a version where I tried to get the colour as close to the accent on the engine as possible.

Image

Let me know if you think that's a better colour.
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Re: [MOD 0.12.x] Expanded Tools [1.0.1]

Postby Peter34 » Sat Dec 12, 2015 7:50 am

I do think it's better than the previous one, but does it have to be so colourful? Can you achieve a more "grimy" colour scheme?
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Re: [MOD 0.12.x] Expanded Tools [1.0.1]

Postby SirRichie » Thu Dec 17, 2015 2:13 am

I think the visuals are fine, keep up the good work!
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Re: [MOD 0.12.x] Expanded Tools [1.0.1]

Postby bloodgiver » Wed Jun 29, 2016 2:31 pm

Anyone can port it into .13? :D That would be great ^^
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Re: [MOD 0.12.x] Expanded Tools [1.0.1]

Postby jpas » Wed Jun 29, 2016 2:36 pm

It has been updated!
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